Crusher48
Members-
Posts
91 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Crusher48
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
What about using modulemanager to give structural panels a bit of Ablative so they can actually act as armor during a battle? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Do countermeasure pods work in space? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Could there be a config I could change to manually nerf the laser? -
I think I heard that the recent tests were in, for all intents and purposes, a hard vacuum (maybe 1 billionth of an atmosphere or something). Of course, I would still recommend spending a few more years working on improvements before even testing it in orbit.
-
I think the only way we will know for sure whether this works or not is by sending the device up to the ISS and seeing if it generates thrust up there.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Quick question: Does guard mode work in space? I feel like someone should have done a space battle using BD Armory guard mode by now. -
How to improve traction on rover wheels?
Crusher48 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Try making the rover heavier so that it has more downward force from gravity and thus more traction. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Idea: if heatshields can resist tons of damage from turrets, maybe add some armor parts that act like heat shields but with a more reasonable amount of ablative (like 10-25)? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Huh. For some reason I was able to change all I wanted in the atmosphere. -
Step 1: Accept the contract. Step 2: Build a rocket or spaceplane that can get above the atmosphere (aka get above 70k elevation). Look at other guides for rocket building. Step 3: Have either 2 crew slots, or 1 crew slot and a probe core. Put the tourist in one of the crew slots, put a pilot in the other if needed. Step 4: Bring the rocket up to above 70k to count as suborbital flight. Orbiting is not needed. Step 5: Land safely. Step 6: Profit!
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
It did bleed off speed as it went down, so it landed at around 40-50 m/s speed anyways. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Wow, nice feature. And the dev thinks of everything: when I set up a 2v2 AI battle, a plane got its engines destroyed by a missile but the rest was still intact. It started to angle downwards and I thought it was going to crash, but it actually deployed landing gear at the last second and landed the plane! So not only can planes dogfight, but they can crash land after the dogfight! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
I think that the next thing that needs to be done is an AI for ground battles (so that rovers move around and such during a gunfight). -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Will this mod be updated for 1.0? -
If you want as much money as possible from world record contracts, do you have to do each step (flyby, orbit, landing) individually, or could I complete all of those objectives in a single lander mission?
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
How do you set up a 2v2 battle? Is there like a way to set teams and then hit a button to make them actually engage? -
Is there a mod that can add a 0x time warp (aka a pause feature)? That could be useful in some cases.
-
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Crusher48 replied to odin_spain's topic in KSP1 Mod Releases
This mod looks cool. It will be even better with BD Armory's plane AI update coming soon. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Will AI control only be for planes, or will we get Tank AI and Space Battle AI and Naval AI? -
I made a plane in a career mode save for contracts in kerbin atmosphere, using the new fixed landing gear. However, when a contract called for using what I believe to be the Small Gear Bay of past versions (which worked perfectly fine in those versions), the plane consistently had issues with breaking apart on the ground before going airborne. Is this an issue with the landing gear, and if so, how can I correct it?
-
So how are you supposed to rescue guys who quit?
- 5,671 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
The guy who was guarding the cash watched the live feed from the pad and threw up on the money.
-
After having seen 1.0, do you think SQUAD should make a 1.1 update to fix bugs and clean up the game?
-
Crash when exiting pod
Crusher48 replied to Crusher48's topic in KSP1 Technical Support (PC, unmodded installs)
After I reloaded, Jebediah was able to exit the pod as normal, so this was just an isolated case.